Saturday, May 2, 2020

Ultra-Bastard D&D: Spells & Magic


In Ultra-Bastard, there is not a limit on how many spells a magic user can cast in a day and there are no spell levels. There are other restrictions on spells and many spells come with a cost.

This is a replacement for my previous unsuccessful spell system and is so-far untested. I am still wrestling with the balance and so this is all subject to revision as play-testing occurs. Feedback and suggestions are welcomed.

Spells Known: Every mage has a spell book (or perhaps a bag of scrolls or something similar) and they can cast any spell that they have recorded in their book. 

Memorizing Spells: Mages can memorize a number of spells equal to their intelligence modifier.  Mages can spend a rest attempting to memorize one spell (an intelligence check).

Casting Spells: Spellcasting is draining. Every time a character starts casting a spell, they lose one hit point.
  • Off the tome: When casting a spell from your spell book, make a saving throw (DC is typically 10 + Intelligence Modifier) on a failure, the spell fails, potentially with additional negative consequences. In combat, it takes d4 rounds to lookup a spell, focus concentration and begin casting. If attacked or otherwise distracted, the caster must start over.
  • Off the dome: Memorized spells can be cast in combat without having to look them up. Once cast, the spell is no longer memorized. Taking the time to memorize a spell avoids the danger of spell failure for most spells.
  • Some spells allow their target to make a saving throw. 
  • Certain spells require a successful intelligence check to cast.
Material Components: Spells require material components which are consumed during casting. Unless specified in the spell description, the components required are basic, interchangeable and easily purchased in a normal town. If playing with encumbrance rules, one inventory slot can hold sufficient components for three spells. 

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